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    Wednesday, September 22, 2021

    Guild Wars 2 End of Dragons [Beta] | Week 2

    Guild Wars 2 End of Dragons [Beta] | Week 2


    End of Dragons [Beta] | Week 2

    Posted: 21 Sep 2021 09:04 AM PDT

    The beta last until 25th/26th daily reset (running this thread is stickied).

    [Blog post]

    TL;DR:

    • everyone can join regardless of if you bought the game/expansions or not

    • you have 3 beta character slots to make beta characters that come pre-leveled and geared

    • No account progress is saved when playing on beta characters


    Beta classes:

    Vindicator - Revenant

    Bladesworn - Warrior

    Catalyst - Elementalist

    submitted by /u/RandommUser
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    Guild Wars 2 Wiki is one of the best information database out there for an MMORPG

    Posted: 22 Sep 2021 03:51 AM PDT

    I think it deserves more appreciation than anything else. Truly helps me get started and learn more about the game. Had never come across something in-game that wasn't already written in the wiki.

    submitted by /u/CstoCry
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    As a WoW veteran, I did not think I would enjoy GW2 as much as I am

    Posted: 22 Sep 2021 03:37 AM PDT

    I've been playing WoW pretty hardcore, especially since 2017 until a few weeks ago. I did mythic raids and got my cutting edge achievements, did mythic + with a bunch of friends and generally tried to push as high as I could. With the recent state of WoW and Blizzard in general, I decided to not renew my subscription, and took a break. A friend recommended GW2 and as it was free, I thought why not?

    I walked into the world of Tyria expecting a half-dead game with little playerbase, but boy, was I wrong about that. I was immediately hooked by the fluid combat, exploration aspect, personal story, music and voice acting (which is surprisingly high quality!) and zone design. The world felt alive, with hundreds of players populating the world. I kept playing and leveling, got to Divinity's Reach which utterly amazed me with its grand design and scale. I was immersed so much that I forgot why I was in the city, and kept exploring instead of doing my quests.

    I realized that I'm actually having fun, that I actually look forward to log in and play, instead of logging in just to do my dailies so I don't fall behind. My experience with GW2 has been nothing short of astonishing. Community is helpful and kind, and I am delighted to be a part of it. I only wish I had started playing sooner!

    Edit: Fixed phone formatting.

    submitted by /u/Hesparax
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    My dreams about power rene dps spec were crushed

    Posted: 22 Sep 2021 12:40 AM PDT

    Spot the difference...������

    Posted: 22 Sep 2021 02:08 AM PDT

    Tip: A "hidden" spot in Thunderhead Peaks to get the Crop Harvester Achievement done quickly

    Posted: 22 Sep 2021 06:16 AM PDT

    Catalyst is not a steady presence in melee combat

    Posted: 21 Sep 2021 09:58 PM PDT

    Compared to sword weaver, catalyst feels much less capable in melee combat. It doesn't have the evades, barrier generation, gap closers, or stability; nor does it have the flexibility of choosing an offhand.

    I struggle to see why I should choose hammer if I'm going to play catalyst. Weapon skills are woefully lacking combo fields and combo finishers (where are the whirl finishers on all these spin attacks?).

    Here are my thoughts after playing with catalyst today:

    The aura traits don't synergize with hammer at all. It feels like it belongs in a different spec. If hammer had more ways to generate auras that would make Staunch Auras a meaningful source of stability, and more worthy of the grandmaster slot.

    It's hard to care about elemental empowerment when using hammer. Without more sources for auras, it's hard to build up to and maintain 10 stacks. Sphere Specialist is clearly the best choice if you're going to use hammer, which is a bit disappointing.

    Hammer sorely lacks mobility. A mid-range/melee spec should have approach skills than one leap in water attunement with a 20s cooldown.

    There aren't enough tools to mitigate damage. Earth skill 4 feels bad, blocking only one instance of damage. No evade frames on any skills. It feels like the only reason catalyst doesn't have barrier is because weaver already does.

    Hammer 3's grand finale is more effort than it's worth. I think this could be helped with a numbers tweak. I'd like a couple more seconds to use other skills on my bar while building up to the Grand Finale. Currently it feels like the payoff is not worth the missed opportunity of skipping out on other skills.

    Augments don't feel impactful or worth it. I just don't like them. Having to use them in your F5 (which may or may not be on cooldown) in the correct element for maximum effect is also quite clunky and unrealistic in a lot of combat scenarios.

    F5 needs an option to move it or cancel for reduced cooldown. There are a lot of ways this could be handled.

    Catalyst energy shouldn't drain out of combat in PvE. I feel like this is a safe change for PvE. I can see the reasoning for limiting the burst potential in competitive game modes.

    These are all my criticisms, but I wanted to say at the end that I still enjoy the spec despite these gripes. Hammer 3 in particular is such a good idea that I just know can work with a little more polish. I'm optimistic for the future of catalyst!

    submitted by /u/haha_oh_wow_
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    Korag

    Posted: 21 Sep 2021 04:40 PM PDT

    Day 1 Catalyst thoughts and feedback

    Posted: 22 Sep 2021 12:27 AM PDT

    After spending the day with catalyst, I thought I'd share my thoughts on it in a more constructive, less melodramatic "Catalyst is an unmitigated disaster and needs to be completely scrapped and remade from scratch" way than many of the other posts on the subject.

    Expectations

    Elementalist was one of the last classes I tried as I was bored by the idea, but after taking Weaver for a spin about a year ago, it quickly became my favorite spec and it wasn't long before it was my main. In particular, I'm in love with the idea of having a very versatile, complex kit that rewards knowledge of your skills, build, and game mechanics by providing you with a tool for virtually any situation, provided you can anticipate what you'll need and when you'll need it. Based on the initial reveal and discussion surrounding Catalyst, it seemed the concept of this spec would emphasize those values and promote this high skill ceiling style of flexible play. Following the more in-depth look we got at it during Friday's stream I was even more optimistic - by providing on-demand access to specific boons, auras, and unique bonuses with properly attuned augments, on top of the stackable buffs to all attributes, Catalyst would surely promote diverse and dynamic gameplay. Hammer was out of left field, but it's a criminally underused weapon with some cool skins, and a slower, harder-hitting weapon would be a nice change of pace from the frenetic style of Weaver gameplay. Furthermore, the mix of midrange and melee weapon skills for it was yet another arrow pointing towards the "tool for every situation" spec of my dreams.

    After trying it today, I, like many other ele players, am largely disappointed, but I think if given some love, it can come together into a unique and engaging elite.

    The Good

    Hammer

    • Hammer animations are flashy and impactful.

    • I found it really interesting that most of the hammer skills are paralleled between attunements. By looking at an ability in, say, air, you can have a pretty good idea of what the equivalent skill is when attuned to water. They're similar enough for it to be intuitive while each provides its own effects unique to the attunement.

    • Some fantastic individual skill designs: Air 2 as a ranged spin to win is a neat and relatively powerful skill. Water 4 is a shockingly good heal for a weapon skill. Earth 4 being a block that grants an aura based on attunement has great synergy with the concept of the class. The '3' skills are unique and synergetic in concept, and while I'll gripe about them later, with some minor tweaking these can be a compelling reason to use hammer.

    • Two-handed appreciation - more new skills than had they gone with something one-handed. This is always a positive in my book.

    Jade sphere

    • Quickness is quintessential for most party compositions and I approve of giving meaningful access to it to another class, especially one that has fallen a touch out of favor in group PVE content.

    • Resolution is too new for me to have strong feelings on, but in a meta where condition pressure is as intense as it is, this is the first potentially steady group source we've really seen for it and I'm eager to see if it pays off on support builds in PVP.

    • A long-term combo field that can be changed on demand and also provides auras when comboing is wonderfully harmonious with the concept of the spec.

    Augments

    • The fire augment is wildly strong and I thoroughly approve of having a source of unblockable attacks on ele.

    • Utility skills that have a decision making process when using them create interesting and dynamic gameplay. "Do I use it now for the primary effect, or do I make sure my sphere is up and I'm in the right attunement for the additional effect?" Asking this question both rewards anticipating needing the skill in advance and making adequate preparations to get the most out of it, while still allowing it to serve a diminished effect in a pinch.

    The Bad

    Hammer

    • DPS feels low. Benchmarks thus far have made use of whirling projectiles from skill 3, summons, conjures, and condi utilities, but the hammer attacks themselves feel pitiful, especially in comparison to their impactful animations and slower speed, and especially the auto attacks.

    • Skill 3 circular projectiles are inconsistent and tend not to hit enemies with small hitboxes if in melee range.

    • Skill 3 encourages swapping and making use of all elements, but the duration is too short to actually make use of the stronger skills in each attunement without quickness. This is the first of several mechanics that conflict with the concept of using the right attunement for the situation by instead promoting rushing through every attunement. This also makes it feel less distinct from Weaver's weave self, which also stacks attunement-specific buffs when attuning and encourages a time-sensitive cycle of attunements (but actually provides enough time to encourage getting the most out of the more powerful attunements before fully attuning to maximize buff duration).

    • Long cooldowns paired with weak auto attacks also promotes rapid cycling of attunements rather than staying in the attunement that the situation calls for.

    • Lack of combo variety. I'm glad to see a spec put such heavy emphasis on combos with the traits, but hammer has no combo fields (and ele has no utilities that create them), three blast finishers, and one leap finisher. I really wish there were more options for different types of combos, particularly skill 3 gaining more value as a projectile finisher.

    • Missing CC or immob options to synergize with the trait 2XX, which provides a elemental empowerment upon disabling or immobilizing a target. There are two CC skills on air, and an immob on earth, all of which have long cooldowns and are not enough to proc 10 stacks on their own.

    • Earth 4's block duration is extremely short, which not only makes it difficult to effectively block an attack with, but also makes it overly challenging to try to swap to a different attunement while it's active to get the aura you want from it.

    Jade sphere

    • Energy starting from 0 (or 10 if it was filled before the current fight) takes too long to build up for the sphere to see much use outside of boss fights, especially since the only way to start with that 10 energy is to fight to build it up and not use it, since either way when the sphere expires, you're left with no energy. I'd really like to see energy recharge over time outside of combat.

    • Energy resetting to 0 when manually recalling the sphere with no positive effect such as a reduction in cooldown is needlessly punishing.

    • A stationary field with 240 radius is exceedingly hard to get any significant value out of except in the few cases where the party can stack in one spot and stay there for the entire fight. Enemies moving or players having to move, either for survivability or to deal with mechanics, results in wasting the sphere. This is by and far my biggest gripe with the spec. To make matters worse, if the sphere is no longer serving its purpose in its current spot, your best option is to manually recall it, losing all energy and putting it on a 15-second cooldown. Not only does it make it a source of endless frustration during boss fights where your party is moving around, but it becomes almost entirely pointless to use in small fights against weaker enemies. I'd be much happier if the sphere had a wider radius and/or followed the Catalyst like engi gyros and/or was movable like Ventari's tablet on rev and/or had a shorter (or no) cooldown in addition to the energy mechanic. I could also see some of these changes being implemented into traits on the bottom line of boon support traits, but since it's the class mechanic, I'd be disappointed if it still didn't have meaningful effectiveness on all approaches to playing the spec.

    Augments

    • These are a really cool concept, but aside from the fire one, none of them can really compete with core utility skills.

    • The healing skill is a slow heal-over time that doesn't provide any substantial benefit over the "lump-sum" healing skills. Some interesting synergy would be, for example, providing an aura based on your attunement when you use it.

    • The elite skill only taking effect once per second with an 8 second duration, and only reducing cooldown on weapon skills, makes it a worse alac. I'd like to see more harmony with the spec's concept, such as preventing energy degeneration while active or having an increased effect on CDR for skills of the active attunement.

    In summary, I feel like Catalyst has a wealth of potential and a fantastic concept, but as it stands, certain mechanics are at odds with that concept. In addition to prioritizing rapid cycling of attunements over carefully deciding the right attunement to be in at the current moment, the jade sphere has too small a radius, too long a cooldown, too slow an energy mechanic, and too little (zero) mobility to serve much use in the vast majority of fights. I sincerely hope that ANet learns a lot from this beta and is able to give this spec the care it deserves in order to become a distinct and rewarding spec to play when EoD releases.

    submitted by /u/Sirspen
    [link] [comments]

    World Restructuring Beta 1 Update

    Posted: 21 Sep 2021 07:25 PM PDT

    Okay, you wanted berserker catalyst with an actual hammer? Here. Also, give firebrand runes a try, you won't regret it :)

    Posted: 22 Sep 2021 05:46 AM PDT

    Discussion: Does Catalyst reflect a disinterest or lack of understanding on Elementalist?

    Posted: 21 Sep 2021 10:40 PM PDT

    Let me expand on the topic:

    Elementalist have ....problems that we all know. And I am not telling any "downstate" joke here.

    - Roles: Tempest is listed as "in a good spot". Probably the closest, yeah; Good healing, Rebound is something very unique they can bring; They were able to easily share Might and Fury with Warhorn, two basic boons in Fire, but that was gutted. Still, the almost perfect bastion, but no offensive boons.

    Weaver is....good for damage. Not exceptional. Its real problem is how it doesn't bring anything else for the team, and somehow it is not top damage. It can be risky, sometimes can't even do damage properly, doesn't defend, heal or bring unique conditions (like slow) into battle. It is only a damage dealer, and not even the best at it.

    - Weapons: Weaver is very safe for having a sword with good skills. I mean, okay, pWeaver goes through 2 attunements, kinda boring, but cWeaver at least can easily weave (heh) through the 4 elements. Dagger is....a well rounded weapon, helps Tempest a lot with combos and WH. Wish I could say something about dagger Weaver.

    And then there's Staff. Awesome for healing. That's it. You can camp Water and lose nothing. And then there's Scepter. Good weapon for fire combos too, to generate might. And that's it. Their attack potential is low. Why not rework one to be more dps-ey and the other support? Why use 1/4 of each weapon? Just to leave gaps that should be filled by....

    Conjures. I kinda try to understand why are they still in the game in the way they exist, as a 2-use, picked from the ground (???) weapon. This person summed pretty nicely their problem, having a reason to exist in the past, but now existing to make an already complex profession even more complex, to push the benchmarks way up, even if the "perfect" situation is VERY EASY to simply not happen (ping, problems with the location of the weapon, etc).

    Now. To Catalyst. I actually haven't tried a power build. Somehow first thing I tried was a Condition build. Sure, the spec has some + Condi damage traits and....Okay, with Hammer I have no reason to ever change to Water and Air, something I thought it wouldn't happen. Already have some frustration with that using Scepter with Weaver were the battle goes something like Fire>Fire>Earth>FIREASAP>Fire>loop. But then Hammer goes....Fire, nice; Earth, spin to win, skill 5.....and I got no more skills to use. 1 is pure strike damage, 4 is a block that just gives an aura....why? Dang even WH in Tempest does more for less. I can just imagine that pCatalyst have similar problems, by the video I've seen, using TWO conjures to fill the gaps for dps. I dunno, how is Fire amazing in hammer and Scepter, Water in Staff...and barely nothing else on these weapons? I see hammer having the same unsolved problems in core weapon skills.

    And the mechanic.....As I said somewhere else, around after PoF lauch Anet started separating mechanics from core and specs. Specs wouldn't just be Cores with an addition, strictly better; they should have a trade-off or play different. Shatters of Chrono were changed. Steal of DD was changed. No more "DD is just Thief with 3 stamina bars" or "Chrono is just mesmer with CS added". In EoD, Harbinger trades his safety and health, Virtuoso his clones, Willbender his passives, Bladeworn his weapon change, Vindicator his True Nature.......

    HOW THE HELL CATALYST IS CORE ELEMENTALIST WITH ONE EXTRA SKILL? This is a small detail, but it is one that is bugging me. No trade-off. No change in the core of the profession. Just slap a F5 skill like they did with Chrono in HoT. I won't discuss the merits of the F5 skill, but for what I've seen no one is happy with it. Catalyst, as it is, looks so poorly thought out. In the same way I feel, since May's balance patches, that Anet doesn't give more than one glance at the profession. Unjustified nerfs on damage, no rework on problematic/poor skills.... The profession feels driven against a wall. "Meh it will be too much work, let it be as it is".

    I main warrior but play a bit of everything. I am so happy with Bladesworn.....but at the same time I feel a bit sunk for Catalyst. I hope this beta can do wonders to the spec, with all the feedback. But I don't know. I can't be the only one feeling that the state of Catalyst....is no mere coincidence to the last 5 months of jokes and pleas.

    ....Anyway, I might be exaggerating too. Feel free to tell me so if that's the case.

    submitted by /u/drjhordan
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    Bladesworn. F2 should equip the Gunsaber and F1 should be the dragon trigger to keep the consistency that F1 is burst on warrior.

    Posted: 21 Sep 2021 04:41 PM PDT

    Loving the feel of the class except that keep unequipping my Gunsaber when I want to go dragon trigger cause in my warrior brain F1 is burst. Even on old Berserker, F1 was still technically the burst.

    submitted by /u/PopeDialgaVI
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    Catalyst feels very clunky and unrewarding to play

    Posted: 21 Sep 2021 12:13 PM PDT

    It's just as bad as I feared it would be, sadly.
    -Both power and condi do some really low damage, and skills are very slow.
    -The traits are SUPER underwhelming. With hammer, you have no real reliable way of spamming auras apart from one blast finisher on a huge cooldown on your hammer5 plus your jade sphere. You have to piano even harder than weaver to stack up the %stat bonuses, and spec your entire traits for it.
    -Speaking of jade sphere, let's not mention how, apart from quickness in air, is just awful. It's just a boon/field bot. The damage is horrendous, despite the devs saying it's intentional, but what's worse is that it is stationary AND it has a long cooldown. There's no way to reposition it.
    -And don't get me started on the hammer3 orbs. 5 seconds is way, WAY too short because all of the hammer skills are super slow, meaning you have to cycle every attunement without using any other skill in between, since their cast times are so long, and the orbs themselves have a cast time as well. The payoff is really low too.
    -The utilies... They are just passives. A fire and forget passive stat with a very small duration, a really tiny impact and having their usefulness dependant on your already weak f5, which, did I already mention it having a long cooldown for a mechanic that the whole class is so dependant on?

    It's really disappointing. I hope the medium armor classes are worth it.

    EDIT: For all you who keep bringing up the 40k benchmark, it further proves my point that CATALYST really doesnt add much to the table. Don't tell me that if you remove glyph of storms and the two conj weapons the dps stays the same. Regardless of whatever numbers some guy manages to rake on a stationary large golem, the class still feels clunky and the traits/utilities are super lackluster. Not everyone gets a hard on for numbers on a golem. Some people actuly enjoy how a class feels to play.

    submitted by /u/tiagoremixv3
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    Sometimes the immersion in this game is breathtaking. Actually reflects my real life while playing games.

    Posted: 21 Sep 2021 10:16 AM PDT

    Catalyst Utility Skill order is wrong

    Posted: 21 Sep 2021 09:28 AM PDT

    The augments of the Catalyst don't follow the generic elementalist order.
    They should be Fire - Water - Lightning - Earth, as is the traditional convention.
    I've added an image to portray the issue:
     
    https://i.imgur.com/g4vx2uj.png

    submitted by /u/Aemius
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    Devs, thank you so much for DX11 support. Now I can mingle in cities without wanting to tear my eyes out

    Posted: 21 Sep 2021 07:26 PM PDT

    Massive improvement... I have a newer CPU with a very old GPU and wherever there were a lot of people, my FPS would go down to below 30, and I'm playing on a scaled 720p resolution already.

    Now I can even change the sampled resolution from subsample to native and there's no more lag, which means the bottleneck was in the engine all this time - luckily I only started playing a month ago, couldn't imagine what other people endured for years.

    submitted by /u/MelaniaSexLife
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    DX11 is a good time to integrate arcdps self stats

    Posted: 22 Sep 2021 04:43 AM PDT

    Hey! Since we're still in the beta of dx11 and arcdps just wont work with it, now would be a great time to update the game's crappy dps meter.

    since I might not have been clear, youd only get 2 numbers: your own dps, and the team's overall dps. There wouldn't be an individual person by person breakdown.

    I hear the players calling out toxic elitism already so let me preface this by saying I think players should be able to see their own stats for feedback on how well they're doing and the team's total dps for practical, boss killing purposes (such a thing is important on bosses like broken king where you want to titrate your dps over time, and on keep construct to judge how many rifts the druid may need to push the orb through). I dont think most people would have an issue with this because most of the hate comes from being judged from individual dps breakdowns.

    So please give us self stats and total team stats as a compromise between the casuals and the difficult content players. Having it included in the main game would:

    lower the barrier of installing and understanding arc for new raiders

    make gw2 seem more friendly to players looking to optimize.

    ease the transition of coming into gw2 from other games that have dps meters built in, such as final fantasy.

    We would also no longer need to wait for arc updates with each patch.

    dps meters would no longer need to exist in a grey area according to the ToS

    if anyone is against this change I am willing to hear out why you think players shouldn't be able to view their own stats

    submitted by /u/tensing99
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    Heal bladesworn concept build

    Posted: 22 Sep 2021 01:33 AM PDT

    Heal bladesworn concept build

    https://preview.redd.it/4qngmhshk0p71.png?width=905&format=png&auto=webp&s=b160300b37aed31e03b0412175af3d90f8999541

    The build gives 25 might, fury, banner and empower allies condi cleanse and stun break to 5 persons every few sec, sustained heal that is rather good.

    Yesterday, I was trying bladesworn and tried to maximize the lush forest trait and swap the default BS skills and placed shouts instead and tried to play around that so I present you the heal bladesworn!

    The build is easy, spam all your skills to heal, remove condi and give power and might to your allies. Always have at least 1 ammo used on each skill and tried to deplete them one by one then use Elite that gives 1 ammo to all ammo skills and repeat. the combo 6 > 5 > 6 of the pistol is very strong. If you double shout after you get one ammo back and can 6 a third time decreasing all cooldowns by 3 seconds.

    You can F2 when all skills are on CD, daring dragon and burst mastery are a nice combo, you can do 2 of 3 in one go but the best is to weapon swap and use the pistol combo, AA chain and go back to gunsword.

    https://preview.redd.it/qw931g1to0p71.png?width=596&format=png&auto=webp&s=4e6552a0654438d117495e5db9e36351d8573a4e

    I played with harrier stats and scholar (even though trooper could be better) and with a friend we had split the banners. We have raided for 1h and didn't clear much but Sloth was a breeze.

    We play mace main hand because BS can't weapon swap to 2nd set while in combat so we have to have CC on the set and pistol off hand seems very strong for the build. The best way would be to get rid of the banner and remove the discipline trait line and swap it for Strenght (3, 2, 1) and have kick of bolas for more CC and ammo skill.

    better kick, a bit more power and better burst skill

    I'm not sure the build can afford dropping the banner to be competitive. I'm not sure it's competitive enough like that but it was really fun to play, very spammy and a different take on warrior. I really enjoyed this spe and can't wait to see what real theorycrafters can do with it.

    submitted by /u/Anton_Willbender
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    I LOVE BLADESWORN!!!

    Posted: 21 Sep 2021 05:09 PM PDT

    Tip for Return to All or Nothing: you can farm events while doing the story by farming the graveling event

    Posted: 21 Sep 2021 02:45 PM PDT

    In the story you are guaranteed to enter the purple room in the tomb puzzle. In this room you can activate the coffin to spawn a graveling. Killing it completes an event, and you can activate the coffer again a few seconds later. This makes it easy to finish the event achievement for the meta achievement, since events are relatively rare on this map otherwise.

    submitted by /u/JusticiaDIGT
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    Am I the only one really enjoying catalyst so far? It's been years since I've been able to go full berserker on my ele.

    Posted: 21 Sep 2021 03:28 PM PDT

    Catalyst thoughts

    Posted: 21 Sep 2021 11:47 AM PDT

    Catalyst animations are great and i really like them. But i'm truly sad that catalyst is not so great and this come from a person who main ele and have 9 years in this game. First of all lets talk about hammer skills. All of them are super slow, they dont hit rly hard on power dmg and condi dmg. Air, water, earth 2 skill take forever to cast. Earth 4 block is to short to react. Air 5 is also slow moving projectile that need time after hiting ground to do something. All skill 3 orbs dissapear if they hit projectile block, and 5 sec is so short u cant setup any combos couse i need to swap attutement super fast to gain mediocore results from all of orbs. Now utility skills. All of them are terrible, they should do all of this that they do when u cast them in right jade sphere field. They dont bring anything new and all of core skills are far better. Jade sphere F5. Dont do dmg, dont apply any condi, dont move, take forever to get the energy. Sphere add some boons but tempest do this a lot better. The only seling point of jade sphere is quickenss nothing more. Traits are ok. Not all of them but they are not tragic like rest of the espec, but they dont bring anything special. Jade sphere traits do nothing except 50% boon duration. Generaly this is just core ele with with clunky, hard to use, not worth taking jade sphere field. I was sceptical afer friday stream showcase, and right now, after testing it i'm conviced this is espec is a joke and not worth the efford. Tempest provide more buffs and if u want quickness just pick fb. This espec change nothing and i'm not even sure i will main ele after EoD release, at least not with catalyst.

    submitted by /u/Xahacnapyx
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    DX11 PSA: Disable ALL third party addons, update graphics drivers. >60hz not supported. Full-screen window gamma not supported. Posts regarding these issues will be removed as they are covered in the patch notes.

    Posted: 21 Sep 2021 09:37 AM PDT

    Confused about World Restructuring & Alliances? Here's Alliances 101!

    Posted: 21 Sep 2021 11:04 PM PDT

    [TacO] DX11 beta client support

    Posted: 21 Sep 2021 12:02 PM PDT

    Hi everyone,quick update to TacO with support for the dx11 beta client.

    Please let me know if you find any odd issues with features after build 42 - since the code went opensource I didn't get any bad feedback on the state of the code, but as I noted earlier there was a data loss about a year ago and I'm still no 100% that everything works currently as before.

    UPDATE: an even newer build is now out that fixes immediate issues with API keys (mumble link based api key detection) and toggling on/off of windows.

    UPDATE2:

    There were some known issues with this build.

    UPDATE3:

    A new build is up that fixes the issues reported so far.

    The download links have been fixed.

    submitted by /u/BoyC
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